Transistor

Video game worlds are facades, and sometimes we catch a glimpse of what's beyond. Recently, while exploring one of the intricate levels of Dusk, I somehow managed to slip through the cracks and found myself on the other side of the invisible partition that upholds the illusion of coherent space. I'd entered a world of broken, gravity-defying architecture, and there in the middle of the level had opened a pit that revealed a vast grey void beneath my feet. Close by, there was an exasperated message on the ground: "YOU AREN'T SUPPOSED TO BE HERE, GO AWAY."

Anyone who's spent a lot of time playing games will have their own stories of discovering the cordoned-off spaces behind spaces. We know the strange feeling of clipping through the ground only to plunge into a bottomless void while the level we've been exploring recedes into the distant ether above us; a tiny island unto itself, a dwindling speck suspended in the great digital void.

These are accidents and glitches, but then again, if we're not supposed to gaze into the abyss, then why is the void such a popular trope in games? It seems any self-respecting fantasy game offers its players a tour of the void: There's the Void of the Dishonored games (read more about it here), the Fade of the Dragon Age series, the Realm Between Realms of God of War (2018). Divinity: Original Sin 2 and Pillars of Eternity 2: Deadfire also dip their toes into the great nothingness. These are metaphysical spaces inhabited by or associated with gods and spirits, the afterlife, and, most significant of all, origins and acts of creation. They are displaced and timeless, existing in between or beyond conventional space-time, and are only accessible through special pathways that pierce the veil: dreams, visions, rituals, death or magic.

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The Gardens Between

I've been reading a lot lately about the different ways we imagine time, and one, rather obvious thing I've belatedly realised is that we do not actually perceive time at all, but matter in motion. Time is not a tangible entity whistling past, an arrow through the present's heart, but the shifting sum of the timeframes created by the objects around us: sunrise and fall, the tumbling of popcorn from an upturned bowl, the tickle of drums in a passerby's headphones, the bobbing of cans in a flood. An affectionate, if slightly ephemeral puzzler from Australian indie The Voxel Agents, The Gardens Between revels in this thought. It represents the past as a series of spinning island dioramas, at once unearthly and ordinary, made up of objects you must meddle with to allow time as a whole to play out.

Fancy temporal machinations aside, the game is about the bond between two children, Arina and Frendt, the experiences they have shared and the things they must leave behind. It begins with a long, gloomy silence in a treehouse, a metro train screaming across the cityscape to the rear. Then it whisks you away from all that, away from the harshness of the urban night, to a dreamy archipelago under alien stars - the treehouse now a boat which carries the children from island to island.

Each level is a puzzle consisting of objects from Arina and Frendt's memories - from beachballs and hosepipes to paint buckets and sofa cushion fortresses, the debris of childhood play swollen in hindsight to elephantine proportions. Your goal in each case is to kindle the lantern Arina carries and place it on a plinth at the summit, whereupon the view sweeps upward to reveal the event each island is based on, preserved forever as a constellation.

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